Top Clan War Cards In Tower Rush

De Les Pèlerins de Torus


To participate effectively in Guild versus Guild (GvG) content, players are usually required to construct four completely unique decks without overlapping any cards.


Because you cannot use your favorite spell or primary win condition in every single battle, versatility and card replacement become the most critical skills.

The Spell Bottleneck

Every deck needs a way to deal with cheap swarms like the Skeleton Army or Goblin Barrel, but you only have one Log, one Zap, and one Snowball.


If you put your max-level Log in your first war deck, but your Zap is only level 9 for your second deck, you will lose the second war match because your Zap won't kill equal-level goblins.

Do not put Fireball and Poison in the same deck.Level up the Barbarian Barrel.The Bomber or Fire Spirit can act as a pseudo-spell to clear swarms in your 4th deck.
Replacing the Irreplaceable

The Musketeer is arguably the best, most versatile anti-air unit in the game, but she can only be used in one of your four war battles.


These 'Swiss Army Knife' cards allow you to cover multiple defensive weaknesses with a single card slot, freeing up room for more aggressive synergies.

Primary Meta CardSolid AlternativeNiche AlternativeThe Musketeer (Ranged Anti-Air DPS)The Dart Goblin (Faster, more fragile, chip damage)The Flying Machine (Immune to ground melee, longer range)The Valkyrie (Ground Splash Tank)The Dark Prince (Has a shield, faster movement)The Bowler (Ranged linear splash, knocks back units)
Depth Over Peak

A player with one maxed-out deck and thirty level 1 cards is a liability to their guild in a serious Clan War.


Clan Wars are the ultimate test of your universal game knowledge.


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